CyberAgent SGE Develops Unified Rendering System Sirius for Large-Scale Games
Sirius centralizes CyberAgent's rendering technology across subsidiaries and invests in forward-looking R&D for stylized mobile games, shifting from isolated solutions to a shared platform.
Reporting from 1 source: Automaton.
CyberAgent's Game & Entertainment division core tech team is building Sirius, a unified rendering system for large-scale live-service games. Based on Unity, Sirius consolidates shaders and pipelines across subsidiaries while also conducting R&D for future environmental graphics, including stylized wind, plants, volumetric clouds, and real-time weather changes. The system aims to reduce look development time.
Three engineers from CyberAgent's SGE core tech division spoke with Automaton about the system's origins and ambitions. Takayuki Kiyohara, Yasushi Okamoto, and Yuki Tatami described Sirius as a layer on top of Unity that unifies the custom shaders and rendering pipelines each subsidiary had built independently. Originally focused on efficiency, the project has taken on a stronger R&D role, particularly for environmental expression. Already implemented are wind, plants, and volumetric clouds, with water rendering still in development. The system supports real-time weather and time-of-day changes. The team says the system reduces the time needed for look development, letting projects start from a shared feature set rather than scratch.
Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.